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The Project

FACES: Feasibility, Acceptance, and Data Quality of New Multimodal Surveys

Funding Deutsche Forschungsgemeinschaft (DFG), project 539621548
Programme Infrastructure Priority Programme SPP 2431 New Data Spaces
Duration 1 October 2024 – 30 September 2027
Institutions Text Technology Lab, Goethe University Frankfurt · Departments 2 and 3, LIfBi, Bamberg

Why

Survey methodology is caught between two pressures. Conventional face-to-face interviewing produces rich, high-quality data but is increasingly expensive and increasingly hard to field: response rates fall, panels attrit, and recruiting interviewers is difficult. The cheaper digital modes that replace it (telephone, web, self-administered questionnaires) discard almost everything except the answer itself. The interaction that produced the answer, and with it most of the evidence about whether the answer is any good, is simply not recorded.

FACES takes a third route, built on three converging developments:

  • Multimodality. Audio and video carry information the answer alone does not: hesitation, tone, emotional expression, comfort. A system designed to capture these gets them consistently and at scale, rather than through post-hoc coding.
  • Extended reality. In an XR interview, the spatial configuration itself becomes controllable. Avatars, voices, rooms and interfaces can be manipulated as experimental conditions, and the interview space is widely understood to shape the interview.
  • Informational networking. Borrowing from hypertext, interview data can be represented as a network rather than a list of question–answer pairs. Questionnaire items, multimodal recordings and contextual signals become nodes; their temporal and behavioural relations become typed links.

Taken together, these shift the interview from a mechanism for collecting responses to an instrument for capturing and interpreting interconnected, context-rich interaction data.

Research questions

  1. What are the advantages of avatar-based interviews compared to video-based interviews in terms of acceptance, feasibility and data quality?
  2. Which combinations of features reduce interviewer effects, and how do they interact?
  3. How can the results be integrated into a theory for training virtual interviewers?

Approach

Released

1 · Build the platform

An open-source avatar and video interview environment, usable from a VR headset or an ordinary browser, with multimodal capture and relational storage built in rather than bolted on. See Deliverables.

Complete

2 · Preliminary experiments

Test avatar characteristics and levels of immersion, and establish that the instrument is usable, acceptable and stable enough to field. See Studies.

Ongoing

3 · Validation

Validate the approach with former NEPS panel participants, a population whose conventional-mode survey history is already known. This main study is under way now, fielded using InterView, including its browser client (see InterView).

System requirements, and where they stand

The platform was specified against seven requirements before it was built. This table is the honest state of each one.

Requirement Status
A Supports questionnaires. A software-based survey tool the interviewer reads from and enters responses into, while the interviewee sees the answer categories visually. Implemented. Any browser-accessible survey tool can be embedded; LimeSurvey is used in production. Answer options render on a panel inside the scene.
B Avatar customisation. Participants can tailor their avatar-based appearance, including voice, increasing embodiment and providing a form of anonymisation. Implemented for appearance and selection. Voice transformation and emotional expression are advancing through ReEmote.
C Environment customisation. The environment is interchangeable and customisable for different interview needs. Implemented. Scenes are defined over the backend API and can be created and edited without rebuilding the client.
D Multi-platform participation. Desktop, mobile and VR headsets, including concurrent use. Implemented. A VR client and a browser client join the same room; participants using either are represented to the other.
E Platform-specific multimodality. Interaction modalities appropriate to each device, representing each participant to the others as richly as the hardware allows. Implemented. VR contributes gaze, facial expression, hand and body tracking; the browser client contributes video or an emulated avatar with more limited capture.
F Data collection and linkage. Everything the system produces is stored in an accessible relational format that preserves the networked structure of the interview. Implemented. See the data model: 4.57 M records across six linked entity groups in the evaluation study alone.
G LLM-assisted interviews. Large language models supporting the interview, whether for accessibility or as fully automated embodied interviewers. Designed, not yet realised. The backend supports an LLM client and the architecture reserves a place for it, but it was not part of the evaluation study.

Division of work

Goethe University Text Technology Lab

Platform architecture and development, the multimodal data model, capture and synchronisation, gaze and speech processing, and the analysis pipeline.

LIfBi Departments 2 and 3

Survey methodology, experimental design, questionnaire construction, fieldwork, and validation against the NEPS panel.

See the Team for who does what.

Partners & funding